Difference between revisions of "Mindscrew"
Askedforit (talk | contribs) (I checked and tested the neural heat bonus provided by pain; for every 1% of pain a pawn is experiencing, their neural heat dissipation is improved linearly by 3%, up to 300% at 100% pain. I also fact-checked that the Mindscrew cannot be removed through a) |
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If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. | ||
− | Once installed, it cannot be removed. | + | Once installed, it cannot be traditionally removed from a living pawn. |
== Analysis == | == Analysis == | ||
May be useful on [[masochist]]s to give a permanent mood boost ({{+|10}}) to them, making them slightly less effective for work and combat. Followers of an [[ideoligion]]{{IdeologyIcon}} with the Pain is Virtue [[meme]] also benefit ({{+|5}} mood). On non-masochist pawns, the pain from the mindscrew gives a {{--|10}} [[mood]] penalty. | May be useful on [[masochist]]s to give a permanent mood boost ({{+|10}}) to them, making them slightly less effective for work and combat. Followers of an [[ideoligion]]{{IdeologyIcon}} with the Pain is Virtue [[meme]] also benefit ({{+|5}} mood). On non-masochist pawns, the pain from the mindscrew gives a {{--|10}} [[mood]] penalty. | ||
− | The faster Pain Shock can be somewhat useful, as a [[downed]] pawn is taken out of combat. Pain can also be useful | + | The faster Pain Shock can be somewhat useful, as a [[downed]] pawn is taken out of combat. Pain can also be useful for [[psycast]]ers{{RoyaltyIcon}}, as each 1% of pain linearly improves neural heat dissipation by 3%, providing a permanent 60% bonus at 20% pain. |
There is also potential synergy with the [[psychic harmonizer]] when used on prisoners, as psychic harmonizers only affect pawns of the implantee's faction. | There is also potential synergy with the [[psychic harmonizer]] when used on prisoners, as psychic harmonizers only affect pawns of the implantee's faction. |
Revision as of 00:09, 24 August 2023
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Mindscrew
Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion.
Base Stats
- Type
- Medical Items – Body Parts
- Tech Level
- Industrial
- Mass
- 4 kg
- HP
- 50
- Flammability
- 100%
Creation
- Required Research
- Brain wiring
- Skill Required
- Crafting 5
- Work To Make
- 15,000 ticks (4.17 mins)
- thingSetMakerTags
- RewardStandardLowFreq
- techHediffsTags
- PainCauser
- tradeTags
- ImplantEmpireCommon
The Mindscrew is an implant that permanently inflicts Pain to a pawn.
Acquisition
Mindscrews can be crafted at a Machining table once the Brain wiring research project has been completed. The required techprint can be obtained either by trade or completing quests for the Empire. They require 15 Steel, 4 Components, 15,000 ticks (4.17 mins) of work, and a Crafting skill of 5.
Summary
The mindscrew is installed in the brain. Once installed, it adds +20% Pain to the pawn. This directly gives a −4% Consciousness malus, which itself reduces many stats, and the pain brings a pawn closer to the Pain Shock Threshold.
Installation
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Installing the part requires 2,500 ticks (41.67 secs) of work, 2x medicine of ?? quality or better, and a Medical skill of 5.
If the operation fails, the part has a chance[What Chance?] to be destroyed.
Once installed, it cannot be traditionally removed from a living pawn.
Analysis
May be useful on masochists to give a permanent mood boost (+10) to them, making them slightly less effective for work and combat. Followers of an ideoligion with the Pain is Virtue meme also benefit (+5 mood). On non-masochist pawns, the pain from the mindscrew gives a −10 mood penalty.
The faster Pain Shock can be somewhat useful, as a downed pawn is taken out of combat. Pain can also be useful for psycasters, as each 1% of pain linearly improves neural heat dissipation by 3%, providing a permanent 60% bonus at 20% pain.
There is also potential synergy with the psychic harmonizer when used on prisoners, as psychic harmonizers only affect pawns of the implantee's faction.
Removal
While you cannot traditionally remove the mindscrew, it is possible to remove it indirectly by destroying the head of the implanted pawn and then resurrecting the pawn using a resurrector mech serum.
This is not without issues however. First, consistently destroying the head can be difficult. With the Ideology DLC, extracting the skull from a dead pawn will do this reliably and safely, but without it, the best way is allow colonists to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including dementia, blindness, and resurrection psychosis.
Alternatively, the effects of the mindscrew can be mitigated through the use of either a painstopper or pain-reducing drugs such as go-juice, with the usual downsides associated with those options.
History
- ? - Wimp trait's Pain Shock Threshold increased from -80% to -50%